FPS independent timings

This commit is contained in:
Sebastian Krzyszkowiak 2012-03-01 10:49:20 +01:00
parent f2adc2aff4
commit b7b19b1a8c
9 changed files with 27 additions and 19 deletions

1
TODO
View file

@ -1,4 +1,3 @@
- memory bitmaps for scaling big textures (check if it works and if cache for loading screen is needed!)
- FPS independent timings
- moar documentation
- autodetect latencies on drawing when fading in menu

View file

@ -11,7 +11,7 @@ void About_Draw(struct Game *game) {
float x = game->about.x;
if (x<0) x=0;
al_draw_bitmap_region(game->about.text_bitmap, 0, x*al_get_bitmap_height(game->about.text_bitmap), al_get_bitmap_width(game->about.text_bitmap), al_get_display_height(game->display)*0.8, al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.1, 0);
game->about.x+=0.00025;
game->about.x+=tps(game, 60*0.00025);
if (game->about.x>1) {
UnloadGameState(game);
game->loadstate = GAMESTATE_MENU;
@ -23,7 +23,7 @@ void About_Load(struct Game *game) {
if (game->music) al_play_sample(game->about.sample, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=10){
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->about.fade_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);
@ -130,7 +130,7 @@ void About_Unload(struct Game *game) {
al_draw_bitmap_region(game->about.text_bitmap, 0, game->about.x*al_get_bitmap_height(game->about.text_bitmap), al_get_bitmap_width(game->about.text_bitmap), al_get_display_height(game->display)*0.8, al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.1, 0);
al_set_target_bitmap(al_get_backbuffer(game->display));
int fadeloop;
for(fadeloop=255; fadeloop>=0; fadeloop-=10){
for(fadeloop=255; fadeloop>=0; fadeloop-=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->about.fade_bitmap, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game);

View file

@ -19,7 +19,7 @@ void Intro_Draw(struct Game *game) {
//PrintConsole(game, "drawing");
if (game->intro.in_animation) {
//PrintConsole(game, "animating");
game->intro.position -= 10;
game->intro.position -= tps(game, 600);
if (game->intro.position%al_get_display_width(game->display)==0) {
game->intro.in_animation = false;
PrintConsole(game, "Animation finished.");
@ -38,7 +38,7 @@ void Intro_Load(struct Game *game) {
if (game->music) al_play_sample(game->intro.sample, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=10){
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->intro.table,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);
@ -137,7 +137,7 @@ void Intro_Preload(struct Game *game) {
void Intro_Unload(struct Game *game) {
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=255; fadeloop>=0; fadeloop-=10){
for(fadeloop=255; fadeloop>=0; fadeloop-=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
if (game->intro.in_animation)
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);

View file

@ -3,6 +3,7 @@
*/
#include <stdio.h>
#include <math.h>
#include "level.h"
void Level_Draw(struct Game *game) {
@ -14,16 +15,19 @@ void Level_Draw(struct Game *game) {
al_draw_scaled_bitmap(game->level.derpytmp, 0, 0, al_get_bitmap_width(game->level.derpytmp),al_get_bitmap_height(game->level.derpytmp), 0, 0, al_get_bitmap_width(game->level.derpy),al_get_bitmap_height(game->level.derpy), 0);
al_set_target_bitmap(al_get_backbuffer(game->display));
game->level.derpy_pos=game->level.derpy_pos+0.00092;
game->level.derpy_pos=game->level.derpy_pos+tps(game, 60*0.00092);
if (game->level.derpy_pos>1) { UnloadGameState(game);
game->loadstate = GAMESTATE_MENU;
LoadGameState(game); return; }
int i;
for (i = 0; i < tps(game, 60); i++ ) {
game->level.derpy_frame_tmp++;
if (game->level.derpy_frame_tmp%3==0) {
if (game->level.derpy_frame_tmp%5==0) game->level.derpy_frame++;
game->level.derpy_frame++;
if (game->level.derpy_frame>=24) game->level.derpy_frame=0;
}
}
al_draw_scaled_bitmap(game->level.image,0,0,al_get_bitmap_width(game->level.image),al_get_bitmap_height(game->level.image),0,0,al_get_display_width(game->display), al_get_display_height(game->display),0);
al_draw_bitmap(game->level.derpy, game->level.derpy_pos*al_get_display_width(game->display), al_get_display_height(game->display)-al_get_bitmap_height(game->level.derpy), ALLEGRO_FLIP_HORIZONTAL);
al_draw_textf(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/2.2, ALLEGRO_ALIGN_CENTRE, "Level %d: Not implemented yet!", game->level.current_level);
@ -34,7 +38,7 @@ void Level_Load(struct Game *game) {
if (game->music) al_play_sample(game->level.sample, 0.75, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=10){
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->level.fade_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);
@ -88,7 +92,7 @@ void Level_Unload(struct Game *game) {
al_draw_text(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/1.8, ALLEGRO_ALIGN_CENTRE, "Have some moonwalk instead.");
al_set_target_bitmap(al_get_backbuffer(game->display));
int fadeloop;
for(fadeloop=255; fadeloop>=0; fadeloop-=10){
for(fadeloop=255; fadeloop>=0; fadeloop-=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->level.fade_bitmap, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game);

View file

@ -7,7 +7,7 @@
void Loading_Draw(struct Game *game) {
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=10){
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->loading.loading_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);
@ -22,7 +22,7 @@ void Loading_Draw(struct Game *game) {
al_start_timer(game->timer);
for(fadeloop=255; fadeloop>0; fadeloop-=10){
for(fadeloop=255; fadeloop>0; fadeloop-=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->loading.loading_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);

View file

@ -178,6 +178,10 @@ ALLEGRO_BITMAP* LoadFromCache(struct Game *game, char* filename, int width, int
return target;
}
float tps(struct Game *game, float t) {
return t/game->fps;
}
int main(int argc, char **argv){
srand(time(NULL));

View file

@ -170,5 +170,6 @@ void DrawConsole(struct Game *game);
void ScaleBitmap(ALLEGRO_BITMAP* source, int width, int height, float val);
ALLEGRO_BITMAP* LoadFromCache(struct Game *game, char* filename, int width, int height);
float tps(struct Game *game, float t);
#endif

View file

@ -37,14 +37,14 @@ void Map_Draw(struct Game *game) {
break;
}
al_draw_scaled_bitmap(game->map.arrow, 0, 0, al_get_bitmap_width(game->map.arrow), al_get_bitmap_height(game->map.arrow), al_get_display_width(game->display)*x, al_get_display_height(game->display)*y + ((sin(game->map.arrowpos)+0.5)/20.0)*al_get_display_height(game->display), al_get_display_width(game->display)*0.1, al_get_display_height(game->display)*0.16, 0);
game->map.arrowpos += 0.1;
game->map.arrowpos += tps(game, 0.1*60);
}
void Map_Load(struct Game *game) {
if (game->music) al_play_sample(game->map.sample, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=10){
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->map.map,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);
@ -125,7 +125,7 @@ void Map_Unload(struct Game *game) {
game->level.current_level = game->map.selected;
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=255; fadeloop>=0; fadeloop-=10){
for(fadeloop=255; fadeloop>=0; fadeloop-=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->map.map, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game);

View file

@ -61,8 +61,8 @@ void Menu_Draw(struct Game *game) {
text = "Exit"; if (game->menu.options) text="Back";
al_draw_text_with_shadow(font, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.8, ALLEGRO_ALIGN_CENTRE, text);
game->menu.cloud_position-=0.1;
game->menu.cloud2_position-=0.025;
game->menu.cloud_position-=tps(game, 0.1*60);
game->menu.cloud2_position-=tps(game, 0.025*60);
if (game->menu.cloud_position<-80) { game->menu.cloud_position=100; PrintConsole(game, "cloud_position"); }
if (game->menu.cloud2_position<0) { game->menu.cloud2_position=100; PrintConsole(game, "cloud2_position"); }
}
@ -167,7 +167,7 @@ void Menu_Stop(struct Game* game) {
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=255; fadeloop>=0; fadeloop-=10){
for(fadeloop=255; fadeloop>=0; fadeloop-=tps(game, 600)){
if ((game->menu.draw_while_fading) || (fadeloop==255)) {
Menu_Draw(game);
al_set_target_bitmap(game->menu.menu_fade_bitmap);
@ -219,7 +219,7 @@ void Menu_Load(struct Game *game) {
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=10){
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){
if ((game->menu.draw_while_fading) || (fadeloop==0)) {
Menu_Draw(game);
al_set_target_bitmap(game->menu.menu_fade_bitmap);